Skip to main content

Full text of "Atari 5200 Manual: Space Invaders (1982)(Atari)"

See other formats


ATARI 



o 
o 




TtacJemork of TalfO America Cofp 



To insert your 5200 game cartridge, hold the cartridge so that the 
name on the label faces you and reads right-side-up. Then carefully in- 
sert the cartridge Into the slot In the center of the console unit. Be sure 
the cartridge is firmly seated, but do not force it In. The POWER ON/OFF 
switch is located on the bottom right side of the ATARI 5200. Press this 
switch to turn the power on after Inserting your game cartridge. See 
your Owner's Manual for further Information. 






TABLE OF CONTENTS 



1 . Earth Defense Corps 


t 


2. Game Play 


2 


3. Using The 5200™ Controllers 

4. Trak-Ball™ 


4 
6 


5. Scoring 


7 


6. Game Variations 


9 


7. Strategy 


10 


8. Game Select Matrix 


10 


9. Your Best Game Scores 


11 



1 . EARTH DEFENSE CORPS 



You are a recent enlistee in the Earth Defense Corps. 
For the past six weeks you've undergone grueling 
and Intensive training. Now you stand at atten- 
tion, nervously anticipating the most critical 
section of your training: Attack/Counterattack! 
In preparation for this task you've read, reread, 
and memorized the SPACE INVADERS manual 

"Okay, kid, you're onl" barks your commanding officer. 

Quickly you climb into a laser tank. A second enlistee fol- 
lows you. You each settle into deep, leather seats. With a soft 
whirring sound, the automatic hatch cover closes overhead. 

As your eyes adjust to the 
dim light of the laser cap- 
sule, you begin to make 
out the controls. Men- 
tally, you check off 
each knob, dial, 
button, and display 
For the next sever- 
al hours you and 
the other enlistee will 
operate these controls 
to defend your planet in 
an attack simulation. 

The screen in front of you lights up. 
A column of bomb-dropping aliens advances 
toward you. What next? For a second your mind goes 
blank. Have you learned your lessons well? No time to 
refer to the manual now. Your commanding 
officers are watching and It's your show. 

1 






2. GAME PLAY 



This Is your mission manual. 
Commit it to memory 
Your tasks are to stop the 
invaders from landing on 
your territory, avoid ene- 
my bombs; and score as 
many points as possible. In 
one-player games, the game 
ends when you lose all your 
lives or when any invader lands 
on your planet. In two- 
player games, play ends 
for each player after 
^w three or five enemy 

Vl hits, or when the in- 

, J vaders touch down. 

SPACE INVADERS 

offers 12 game variations 

(See Section 6 - GAME 

VARIATIONS for a detailed 

description of each game). 

Each game may be played by one or 

two players, and you can start with 

three or five lives, depending upon 

the variation you select 

If you destroy all 48 space Invaders 

before they touch your planet, a new set of 

Invaders will appear on the screen. Each new 

set of invaders starts from a position 

closer to your territory. 




WAVES 

There are four waves in a 
game. Each wave begins with 
invaders moving slowly toward 
you and dropping bombs. As 
you progress from one wave to 
another, the invaders move 
faster, fire more accurately, and 
are worth more points. 

After you have eliminated half 
of the aliens on the screen (24 
invaders), the attack speed of 
the remaining invaders doubles 
and the point value for these 
fast invaders also doubles. {For 
more about SCORING, see Sec- 
tion 4.) 

You must clear the screen of in- 
vaders twice to move from 
Wave 1 to Wave 2. from Wave 2 
to Wave 3, and from Wave 3 to 
Wave 4. Wave 4 continues to 
reset until all lives are lost or the 
invaders touch down. 

Periodically, an enemy com- 
mand saucer will fly across the 
top of the screen. The saucer 
always cycles once from the left 
and twice from the right. If you 
hit this saucer, you score a 
variable number of points, 
depending upon how many 
shots you have taken during 
that wave. (See the COMMAND 
SAUCER SCORING TABU In Sec- 
tion 4, for a breakdown of 
saucer point values.) 



SHIELDS 

You begin each game with 
three shields. Initially, you are 
safe behind the shields. But as 
you and the enemy hit the 
shields with lasers and bombs, 
they become damaged, allow- 
ing laser beams from your can- 
non and bombs from the enemy 
to pass through them. As the 
space invaders approach the 
shields on their descent toward 
you, the shields disappear 
altogether. Figure 1 shows a 
typical SPACE INVADERS 
playfield. with attacking aliens, 
the command saucer, your laser 
cannon, and shields. 



Command 
Saucer — 



Space 
Invaders 



OOOOOOOQ 

& '■* a ■£■ x> •■s* <c* n 

* *. * «• <* $&. ' 



Shield 



: 3 



Cannon 



Laser 



Figure I - Typical SPACE 
INVADERS Screen 






LIVES 

Each time you are hil by an in- 
vader's bomb, the game 
pauses temporarily, and the 
number of turns (lives) you have 
left Is reduced. Remaining lives 
are displayed at the bottom 
right side of the screen, as 
shown in Figure 2. 



y^^\ .'l m T\ .•T"T-. 



Left Player's 
Score 



Right Player's 
Score 



<£ <P $■ 

as k 




Game Remaining Player 

Number Lives or Turns Up 

Figure 2 • Two-Player Game in 
Progress 



3. USING THE 5200 ™ CONTROLLERS 



Use one or two 5200 controllers 
with this ATARI game cartridge. 
For one-player games, plug the 
controller into controller jack 1 
on your console. For a two- 
player game, plug the second 
controller info the number 2 
jack. In two-player games, the 
player using the number 1 jack 
controls game selection and 
starts the game. (See Figure 3.) 




.-&. 





Figure 3 • 5200 Controller 






KEYPAD OVERLAYS 

For your convenience, two 
keypad overlays are included 
with this game. Slip the tabs into 
the slots above and below the 
keypad on your controller. (See 
Figure 4.) 

PLAYER SELECTION 

Press the right # key (or. on your 
overlay, the square marked 1-2 
PLAYERS) to choose a one or 
two-player game. The message 
PLAYER 1 appears on the lower 
left side of the screen below 
that player's score, and the 
message PLAYER 2 appears on 
the right side of the screen 
below his score. You can 
always tell whose turn It Is 
because that player's display 
will flash on the screen. [See 
Figure 2.) 

GAME SELECTION 

Press the left • key (on your 
overlay, the square marked 
GAME SELECT) to cycle through 
Games 1 through 12. The game 
number appears to the right of 
the PLAYER 1 display, as shown 
in Figure 2. 

START 

Press START to begin the Inva- 
sion. The START key Is 

deactivated while a game is In 
progress and reactivated after 
all lives are lost. 



O CD □ 
□ CD O 



WPI.MFM 



SPACE INVADERS 



Figure 4 • Keypad Overlay 

RESET 

Press the RESET key at any time 
to return to pregame-play 
mode. 

PAUSE 

To suspend a turn In progress, 
press the PAUSE key. The action 
immediately freezes In its pre- 
sent position on the screen. To 
continue play, press PAUSE 
again. 



rSfii «S& rSft 



CONTROLLER ACTION 

Move your joystick right or left to 
maneuver your laser cannon 
right or left across the bottom of 
the screen. Do this to avoid 
direct hits by enemy bombs 
(which the Invaders will con- 
tinually drop from the sky), and 
to aim your laser beams. 



To fire your lasers, press either or 
both of the bottom red buttons 
on the front right and left sides 
of the 5200 controller. (See 
Figure 3.) You can fire lasers as 
long as you depress the fire but- 
ton. Your supply of laser beams 
Is unlimited. 



4. TRAK-BALL™ (Future Accessory) 



This SPACE INVADERS cartridge 
offers a TRAK-BALL option. A 
TRAK-BALL may be purchased 
separately. To play any of the 
game variations with a TRAK- 
BALL, plug the TRAK-BALL Into 
the number 1 jack on the front 
of your 5200 console. Follow the 
Instructions In Section 3, USING 
THE 5200 CONTROLLERS, for 
player and game selection. You 
do not need a separate TRAK- 
BALL for each player. Simply 
pass the TRAK-BALL back 
and forth as each turn 
comes up. The com- 
puter switches be- 
tween players and 
keeps each score 
automatically. 

NOTE: You can- 
not switch 
from a 



TRAK-BALL to a joystick (5200 
controller) or mix the two types 
of controllers mldgame; choose 
one or the other. If you decide 
to switch from TRAK-BALL to 5200 
controller, or vice versa, unplug 
existing controller(s). plug in the 
the new, and press START. The 
same game variation you pre- 
viously played will come ^j 
on the screen, 



TRAK-BALL 
ACTION 




Move your TRAK- 
BALL right or left to 
maneuver your laser 
cannon in the same 
direction across the 
bottom of the screen. To 
fire lasers, press the fire 
button on the TRAK-BALL. See 
your Owner's Manual for further 
details. 



5. SCORING 



I 



You can score an Infinite 
number of points in this game. 
However, since each score dis- 
play has space for five digits 
only, a score will reset to zero 
after it passes 99999 points. 
There are four waves of in- 
vaders. Initially, the space in- 
vaders attack from the top of 
the screen and slowly advance 
down the screen toward your 
terrain. After you have elimi- 
nated one-half of the invaders, 
the remaining 24 speed up and 
the point value for them 
doubles. In each of the first 
three waves you must clear two 
full screens of invaders to move 
on to the next wave. 

Each time the invaders are reset 
on the screen they will start from 
a position closer to your laser 
cannon. This makes it increas- 
ingly difficult for you to keep the 
aliens from landing on your ter- 
ritory. The point value for hitting 
an invader doubles with each 
progressive wave, as shown In 
Figure 5 . 

WAVE 4 

When you get to wave 4, the In- 
vaders mutate before your eyes! 
As the Invader changes from 
one form to another, it goes 
through a crystalline stage (see 
Figure 6). If hit during this 
crystalline stage, the invader is 
not worth any points. 



Wave Number 12 3 4 
Normal Attao 





Figure 5 - Invader Point Values 




Figure 6 - Crystalline Stage of 
Mutating Invaders 

The scoring system for fourth 
wave invaders is based upon 
shape and color. As you can 
see in Figure 5. blue invaders 
are worth 10 points, green in- 
vaders are worth 15, and red In- 
vaders are worth 20 points. 

On a black and white television, 
the Invaders' shapes indicate 
their point value. Figure 7 gives 
a breakdown of point values for 
fourth wave invaders. 




Figure 7 - Fourth Wave Invaders 

Wave 4 continues to reset until 
all your lives are lost or an in- 
vader lands on your planet. 

INVADER SAUCER 

Throughout the game, enemy 
command saucers fly overhead 
on reconnaissance missions. The 
saucers always cycle once from 
the left and twice from the right. 
You can score extra points by 
shooting the enemy saucers. 
When you hit one, the point 
value for that saucer lights up 
on the screen, os shown In 
Figure 8 . 



The scoring system for hitting a 
saucer is based upon how 
many shots you have taken in 
the game. For example, if you 
zap a saucer on the first shot, 
you get 20 points; but if you hit 
it on the fifteenth shot, you earn 
60 points. Every time you take 
15 shots, no matter what you 
shoot at, the saucer score cycle 
starts over. Also, when you 
move into a new wave or lose a 
turn, the saucer scoring cycle 
resets to start over at 1 . For a 
breakdown of the command 
saucer scoring system, see 
TABLE I 




i 



NOTE: No more saucers will ap- 
pear when there are eight In- 
vaders or less on the screen. 



© «& «t» 4ft 4» 4ft 4» 
5 * * C- * * 

*& Sfr <S& <8fr ' 




Figure 8 • A Saucer Hit 



Shot Taken 
Point Volue 



1 2 



3 4 5 
20 10 30 




Table 1 - Command Saucer 
Scoring 



8 



CLOSE ENCOUNTER 

Every time you clear seven 
screens of invaders, the saucer 
hovers over, picks up your laser 
cannon and flies off with it. The 
screen then resets so that the in- 



vaders advance from the top 
again. After this "Close En- 
counter", the shields reset and 
start over again. 



6. GAME VARIATIONS 



Below is a description of each 
of the 12 games contained In 
this cartridge. For o quick 
reference guide, use the GAME 
SELECT MATRIX in Section 7- 

GAME 1: A good choice for 
beginners, this easiest SPACE IN- 
VADERS game offers slow 
enemy bombs and five lives for 
you. 

GAME 2: In this version the 
enemy bombs alternate be- 
tween slow and fast, and you 
have five lives (turns). 

GAME 3: You have five lives and 
all the enemy bombs are fast. 

GAME 4: With slow enemy 
bombs, this version is identical 
to Game 1 . except that you 
have three lives instead of five. 

GAME 5: The alien bombs alter- 
nate between slow and fast 
and you have three lives. 

GAME 6: All the enemy bombs 
are fast and you have three 
lives. 



GAME 7: The enemy bombs are 
slow but, in this game, the in- 
vaders use sophisticated radar 
to home-in on you. You'll find it's 
a real challenge to avoid such 
smart bombs. You have five 
lives. 

GAME 8: This version of SPACE 
INVADERS is like Game 2. The 
enemy bombs alternate be- 
tween slow and fast and you 
have five lives. As in Game 7, 
the bombs will home-in on you. 

GAME 9: Try to dodge fast In- 
vader bombs that home-in on 
you. You have five lives. 

GAME lO: The enemy bombs 
are slow but smart— they home- 
In on you. You have three lives. 

GAME 11: Home-In bombs alter- 
nate between fast and slow. 
You ha^e three lives. 

GAME 12: The invaders' bombs 
are fast, they home-In, and you 
have three lives. 



7. STRATEGY 



1 . Try to hit invaders at the 
edges of the rows. This will 
slow them in their march 
toward you. 

2. Use the shields to your ad- 
vantage. Hide behind them 
to avoid enemy bombs, then 
rush out to blast the invaders. 



3. Take advantage of the 
60-point saucer by counting 

your shots. One way to make 
the most of this is to shoot 14 
Invaders, then wait for the 
saucer (behind a shield. If 
possible) and use your fif- 
teenth shot to hit the saucer, 
thereby gaining 60 points. 



as 2* as as 

flfe «36 "36 ';** 

i 



A 



8. GAME SELECT MATRIX 



Game Number 


1 


|2 


| 3 


4 


5 


aJ 


| 7 | 


8 


I 9 


10 )11 


12 


Five Lives 


































Slow Enemy 
Bombs 


1 










Fast Enemv 
Bombs 




















"Home-In" 
Enemy Bombs 





























10 



9. YOUR BEST GAME SCORES 



Name: 



Date; 



Score: 



U 



ATARI' SPACE INVADERS 



A 



ATARI 

(\yA Wnmer Communicatloni Company 

ATARI, INC., Consumer Division 
P.O. Box 427, Sunnyvale, CA 94086 



COWW1-04 BEV 1 01987ATAPI INC AU WGHlSRtSiRVfD PrtnledlnUSA